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4.
Educational Technology
According to the EU
Commission initiative
Opening Up Education,
between 50% and 80%
of students in EU
countries never use
digital textbooks,
exercise software,
podcasts, simulations or
learning games.

8.
Anytime, Anywhere
Information
Transfer
DecentralizedCentralized
Skills Transfer
EmpoweredControlled
Knowledge
Creation
Exchange
Seamless Work
& Learning
Open up time and place for
learning
Data and analysis where
and when you need it
(Mauro Figueiredo)

13.
Responsive Web vs. Native Apps
One of the first decisions product designers have to make is whether they are
going to just make a web product “friendly” for mobile screens or invest in
developing a mobile application.
Responsive Web:
• Requires an Internet Connection;
• Poor Performance (Browser Limitations);
• Lack of Natural Navigation;
• Lack of Push Notifications;
• Lack of Other Functionality (QR codes, voice recognition, AR, …).

17.
A Design Framework
We propose an instructional design framework to support science education
through blended learning, based on a participatory and interactive approach
supported by ICT-based tools, called Science Learning Activities Model (SLAM).
This started as a response to complex changes in society and education (e.g. high
turnover rate of knowledge, changing labour market, fast pace of technology
renewal), which require a more creative response to the world problems that
surround us. Many of these challenges are related to science and it would be
expected that students are attracted to science, however the contrary is the case.
Article to be published in Open Learning: The Journal of Open, Distance and e-Learning

18.
Context 1 Technology 2 Pedagogy 3
Context usually refers to
broad concepts such as
society and
organizations,
knowledge domains,
experts and peers, tools
and techniques, time and
location, among other
aspects.
Educational technology
is concerned with
connectivity, ubiquitous
learning, web interface
systems, and learning
platforms. Many of these
allow access to remote
labs and equipment.
New pedagogies are
emerging every year and
the account of the last
years has been very
prolific: scale,
connectivity, reflection,
extension, embodiment
and personalisation.

19.
Digital Storytelling
Storytelling is based on a set of
four elements that are still valid in
the digital age, namely:
• A narrator
• A plot
• A setting
• Characters
There is usually a conflict of some
kind. Some common types of
conflict may include:
• Conflict between one person
and another or between groups;
• Conflict between a person and
the natural environment;
• Conflict between an individual
and the society.
22

20.
Content Gamification
"the use of game design elements in non-game contexts" (Deterding et al., 2011, p.1)
• Points: points are fantastic motivators and can be used to reward users/students across
multiple levels or dimensions of a gamified activity. In general people love to be rewarded
and, when interacting with a point system, they feel like they have gained something.
• Levels: these are often defined as point thresholds, so the students (or users) can use
them to indicate a higher status and have access to bonus content.
• Challenges, badges, achievements, and trophies: the introduction of goals in an activity
makes students (users) feel like they are working toward a goal. Normally, challenges
should be configured based on specific actions and should include user/student rewards
when they accomplish certain milestones with badges, achievements or trophies.
• Leader boards or “high-score table”: in the context of gamification, high-score tables
are used to track and display desired actions, using completion to drive valued behavior. In
intrinsic motivation terms, they are one of the most important features of a game, bringing
the aspiration factor to the process.
23

25.
WebTechnology 3D,AR,VRTechnologiesMobileTechnology
Smartphones and
tablets use is
widespread. Many
educational apps,
ebooks, and videos
are available.
These more advanced
technologies are now
coming of age with
new hardware and
software.
Inexpensive and user
friendly. There are
many educational
tools available online
and offline.
Trends Showcase

31.
Saving Lake Wingra (ARIS)
AR Game Mechanics
Play on locationPlay on location
Play on
handheld
Play on
handheld
collect clues and
objectives
collect clues and
objectives
Trigger game
objects
Trigger game
objects
For a $3.5M 2005-2008 STAR Schools
grant with Harvard and MIT, my doctoral
research group made location-based
games using MITʼs Outdoor Augmented
Reality platform. It was prety cool stuff.